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SET_MODEL


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PRoSToTeM@
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Join Date: Jan 2010
Location: Russia, Ivanovo
Old 08-21-2016 , 09:08   Re: SET_MODEL
Reply With Quote #21

Quote:
Originally Posted by KliPPy View Post
Because they are badly designed in engine.
So, then, better use improved server engine (ReHLDS) or create improvement as separate metamod plugin.
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Solokiller
Senior Member
Join Date: Sep 2015
Old 08-21-2016 , 09:22   Re: SET_MODEL
Reply With Quote #22

Didn't Valve say that those engines are illegal?
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PRoSToTeM@
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Old 08-21-2016 , 10:03   Re: SET_MODEL
Reply With Quote #23

Quote:
Originally Posted by Solokiller View Post
Didn't Valve say that those engines are illegal?
Valve don't want to support official engine and don't want to publish it.
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PartialCloning
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Join Date: Dec 2015
Old 08-21-2016 , 10:25   Re: SET_MODEL
Reply With Quote #24

Quote:
Originally Posted by PartialCloning View Post
Lets say we're setting the knife model on item deploy.

Which method should be used for:
1. Current version of amx.
2. If the new function is eventually implemented.
3. ReHLDS.

Code:
set_pev(id, pev_viewmodel2, "models/v_newknife.mdl");

Code:
static alloc; if(alloc || (alloc = engfunc(EngFunc_AllocString, "models/v_newknife.mdl")))     set_pev_string(id, pev_viewmodel2, alloc);
My post got lost (or ignored ). Taking into account what Solokiller said, I assume the second method is far superior not to mention that's the reason behind the addition of the pev_string2 string corrections? But the second and third questions are still not answered.

Quote:
Originally Posted by PRoSToTeM@ View Post
So, then, better use improved server engine (ReHLDS) or create improvement as separate metamod plugin.
How would the improvement be better as a separate metamod plugin than being included in amx?

There should be a ReHLDS forum like the alliedmods forum. As someone who wants to use ReHLDS, I have a lot of questions but I'm not sure where I can ask them and who would have the correct answers so I tend to stick to the official HLDS because if something goes wrong I can ask any questions in the alliedmods forum. If I was running ReHLDS things like data signatures would be different or I could run into unknown issues when porting existing plugins to take advantage of the ReAPI and there is no way to directly get answers about those things from people who know the ins and outs of ReHLDS.
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 08-21-2016 , 10:28   Re: SET_MODEL
Reply With Quote #25

I believe you can ask anything on their Github issues page.

I too think it should be a sepatate metamod plugin (which will hook into string allocation and retrieval functions), as that is kind of outside AMXX's scope.
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Solokiller
Senior Member
Join Date: Sep 2015
Old 08-21-2016 , 10:35   Re: SET_MODEL
Reply With Quote #26

According to this it's illegal to use Xash for anything that is developed using the SDK: http://www.moddb.com/mods/half-life-...s-lack-of-time

ReHLDS might fall under the same logic, so using it is risky.

The way i see it, unless you're running under the Steam GoldSource engine, or Svengine, you can't use SDK code to make games.

This does mean that running an engine under GoldSource that takes over after startup might be legal though. GoldSource performs Steam authentication before loading game libraries, so if you turn those libraries into an engine of its own, that might be legal. If you can rig Xash or ReHLDS to run like that it might just work.
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